This is a project with similar functionality to the 'Quest for Glory' series. The hero is animated with video capture.

Story:
All's well in the lovely suburbian town of Perkasie. People working, traffic bustling, kids playing on the playgrounds. One day, our hero, Luke, wakes up to find everyone missing. The streets become quiet, the playgrounds vacant, and the only other people remaining are some of his close friends. What happened to the rest of the town? Why has everyone suddenly disappeared?

Engine Development:
Player is fully moveable and can throw stones, cast magick and pick up loose items. Battles are strategic and can be won with all three methods of fighting (brute strength, good timing, counterattacks). Main Menu is fully operable and allows status viewing, magick allotment and saving/loading saved games. Player can observe and interact with their environment with five action choices.

Hello everyone!
I apologize once again for the long time between updates. I have been working my job a lot lately, so less time than I'd like has been dedicated to this project. However, I have a healthy amount of screenshots and notes for the update!

1. I tested the swimming function in the Bike Trail area, with some funny-looking results. It worked flawlessly, so time to implement!
2. The creek has been mapped out. The player has the ability to swim, look, interact, and use items with the creek water. Because the swim stat is relative, the dialogue sometimes changes to reflect how your character is doing. Some of the dialogue is rather comical.
3. There is an icy stage which is fully mapped out, complete with a difficult puzzle. The player will need to solve it or suffer a chilling demise (pun both intended and unintended).

There were other things too, such as glitch fixes, animation updates, sound work, and formulae changes. It's all slowly coming together as well, because that creek area connects two other areas!
I will try to keep everyone updated as these steps towards completion are taken!

Alright, where to begin...I'll be moving back to an old location soon as a result of poor finances. The job search hasn't exactly been going well.
During my downtime, I've been working here and there on bug-proofing the engine, and I've seen much progress. I've also successfully implemented the first boss cutscene, and it plays out perfectly. After it ends, the player resumes control and can hang around the boss lair or leave if he/she wishes.
Should the player decide to come back to the boss lair at a later date (and also if certain conditions are fulfilled), the player will be given the option to re-fight the boss and possibly gain some rare and powerful items.

Many changes happened since the last update, including but not limited to:
-"Freeze" spell no longer crashes the game when executed at a far distance.
-"Pyro Dart", "Lightning Flare" and "Aura Missile" no longer remain in memory once they've been destroyed, eliminating a glitch resulting in potentially infinite damage incurred.
-"Magick Bomb" now does more rounds of damage dependent on the player's 'Magick' skill.
-The Thief 'Kick' animation now plays correctly.
-The Magick User's Staff Swing animation no longer accidentally plays the Thief Kick animation instead.
-The game can be saved after defeating the Dark Woods boss, and he can be re-fought be exiting and entering the Dark Woods after each victory over him.
-Changed the music for the dramatic scene of Perkasie's destruction, and it's much more fitting now.
-Got ahold of more people for voice recording (like Peter and Lynn), and much progress is being made.